Okay, so I want to get some music playing when I start combat in my area. Problem is, I can't really find where this is controlled. I thought maybe something to do with 2DAs, but from poking around I didn't see anything that looked like 'specify the combat music for this area.' There doesn't seem to be any code for playing music in the area scripts.
I was looking through some old threads about this and I tried
case EVENT_TYPE_COMBAT_INITIATED:
{
PlayMusic("BC_fade/combat"); //Also tried "music/BC_fade/combat"
}
case EVENT_TYPE_COMBAT_END:
{
StopMusic("BC_fade/combat");
}
but that does not work.
Playing music in combat
Débuté par
FergusM
, févr. 28 2010 12:35
#1
Posté 28 février 2010 - 12:35
#2
Posté 28 février 2010 - 02:29
Ah, music in Dragon Age, the bane of my existence... So, here's what I know:
* When looking at your area's properties, you'll see a section called Music Preset. You'll get values in the combo box, like Arl Eamon & Arl Eamon Blacksmith.
* If you look up those files under Sounds -> music -> Arl Eamon, you'll see some files, such as combat, Death, & main. All the other pieces of music follow this format, more or less.
* If you setup your area to use this music preset (utilizing the Music Volume settings), when combat beings, you'll hear the battle music. At least, I do anyway...
In short, it looks like the game assumes this specific format for your music. I've tried to emulate this with custom music, with no luck. See this thread for my own frustrations.
As a workaround, I've created one hell of a hack, by using sounds objects, instead of music for all my music needs. Hopefully, someone from Bioware can help clear this up at some point.
EDIT - I haven't had luck with PlayMusic() either. Someone (Craig?) said that the toolset should have shipped with a music editor or something, so you could find the right paths to all the music, and even preview it from within the toolset.
* When looking at your area's properties, you'll see a section called Music Preset. You'll get values in the combo box, like Arl Eamon & Arl Eamon Blacksmith.
* If you look up those files under Sounds -> music -> Arl Eamon, you'll see some files, such as combat, Death, & main. All the other pieces of music follow this format, more or less.
* If you setup your area to use this music preset (utilizing the Music Volume settings), when combat beings, you'll hear the battle music. At least, I do anyway...
In short, it looks like the game assumes this specific format for your music. I've tried to emulate this with custom music, with no luck. See this thread for my own frustrations.
As a workaround, I've created one hell of a hack, by using sounds objects, instead of music for all my music needs. Hopefully, someone from Bioware can help clear this up at some point.
EDIT - I haven't had luck with PlayMusic() either. Someone (Craig?) said that the toolset should have shipped with a music editor or something, so you could find the right paths to all the music, and even preview it from within the toolset.
Modifié par Challseus, 28 février 2010 - 02:31 .
#3
Posté 28 février 2010 - 02:55
Hrm. That does get the battle music playing, but it plays the normal music as well. I might try dumping something in the override folder to make it not play the main music.
#4
Posté 28 février 2010 - 09:34
Does this work for you? Without "break", the EVENT_TYPE_COMBAT_INITIATED is executing the StopMusic() part as well.
case EVENT_TYPE_COMBAT_INITIATED:
{
PlayMusic("BC_fade/combat"); //Also tried "music/BC_fade/combat"
break;
}
case EVENT_TYPE_COMBAT_END:
{
StopMusic("BC_fade/combat");
break;
}
case EVENT_TYPE_COMBAT_INITIATED:
{
PlayMusic("BC_fade/combat"); //Also tried "music/BC_fade/combat"
break;
}
case EVENT_TYPE_COMBAT_END:
{
StopMusic("BC_fade/combat");
break;
}





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